Say ah... is this a weapon, or what?
Some equipment just isn't made to kill an enemy with. Still, some items can be (very) usefull to the right units at the right time. Read on!
Cannon Lighter
The cannon lighter does exactly what it says. It lights the cannon (or Howitzer, or Mortar, you get the picture) allowing it to fire its payload.
While you can actually equip the cannon lighter, you only have to have it in your inventory to be able to fire cannons with it. When you do equip it, you are allowed to block incoming blows with it. You can technically also strike your enemy with it, though it does hardly any damage.
All artillery units have a cannon lighter in their inventory when they spawn.
Construction Hammer
One of the three basic items any sapper/engineer/pioneer has, the construction hammers allows a sapper to construct objects. The objects vary from wooden frameworks and mounds of dirt to walking-planks and sandbags. To build these items, equip the construction hammer and Right click (by default) at the desired location. Depending on what you are going to build, you might also need a spade (further down this page) to dig. Without the spade, some items cannot be made.
Ramrod
Another rather essential item in the Artillery regiments is the ramrod. The ramrod allows the user to load the payload into the cannon. To do so, equip the ramrod and hold down F (by default) while looking at the cannon during the loading phase. (Be sure there's a cannonball or cannister in the barrel before you load).
The ramrod also serves as a simple two-handed weapon and while it doesn't do a lot of damage, its reach surpasses that of the bayonet. You can also block attacks with the ramrod, making this tool a must-have for any artillery unit. Sadly, only the Ranker class of the artillery regiments come with ramrods, so pay attention to any ramrods lying around.
Spade
The spade is another item in the sapper/engineer/pioneer's inventory and is an essential tool when diggin up dirtmounds for extra protection. Though the construction hammer is needed to choose to construct a dirtmound, the spade has to be in the inventory to be able to start digging.
The spade is also a two-handed weapon and actually does some decent damage, though a one-hit-kill is still impossible.
Spyglass
Standard issue for all Officers in all regiments, and for the Generals, the spyglass might very well be one of the most invaluable items on the battlefield, besides rows upon rows of muskets.
The spyglass allows the user to look into the distance (no, really!) This allows for battle tactics and planning, and is a very important addition to the artillery fire. (The artillery has to guess their shot at range; an officer can see where the cannonball hit and order the next cannonball to be shot higher/lower/angled to the left/etc.)
The spyglass has no other uses other than looking into the distance, and as such cannon be used as a (blocking) weapon.
The cannon lighter does exactly what it says. It lights the cannon (or Howitzer, or Mortar, you get the picture) allowing it to fire its payload.
While you can actually equip the cannon lighter, you only have to have it in your inventory to be able to fire cannons with it. When you do equip it, you are allowed to block incoming blows with it. You can technically also strike your enemy with it, though it does hardly any damage.
All artillery units have a cannon lighter in their inventory when they spawn.
Construction Hammer
One of the three basic items any sapper/engineer/pioneer has, the construction hammers allows a sapper to construct objects. The objects vary from wooden frameworks and mounds of dirt to walking-planks and sandbags. To build these items, equip the construction hammer and Right click (by default) at the desired location. Depending on what you are going to build, you might also need a spade (further down this page) to dig. Without the spade, some items cannot be made.
Ramrod
Another rather essential item in the Artillery regiments is the ramrod. The ramrod allows the user to load the payload into the cannon. To do so, equip the ramrod and hold down F (by default) while looking at the cannon during the loading phase. (Be sure there's a cannonball or cannister in the barrel before you load).
The ramrod also serves as a simple two-handed weapon and while it doesn't do a lot of damage, its reach surpasses that of the bayonet. You can also block attacks with the ramrod, making this tool a must-have for any artillery unit. Sadly, only the Ranker class of the artillery regiments come with ramrods, so pay attention to any ramrods lying around.
Spade
The spade is another item in the sapper/engineer/pioneer's inventory and is an essential tool when diggin up dirtmounds for extra protection. Though the construction hammer is needed to choose to construct a dirtmound, the spade has to be in the inventory to be able to start digging.
The spade is also a two-handed weapon and actually does some decent damage, though a one-hit-kill is still impossible.
Spyglass
Standard issue for all Officers in all regiments, and for the Generals, the spyglass might very well be one of the most invaluable items on the battlefield, besides rows upon rows of muskets.
The spyglass allows the user to look into the distance (no, really!) This allows for battle tactics and planning, and is a very important addition to the artillery fire. (The artillery has to guess their shot at range; an officer can see where the cannonball hit and order the next cannonball to be shot higher/lower/angled to the left/etc.)
The spyglass has no other uses other than looking into the distance, and as such cannon be used as a (blocking) weapon.